GM: | Yes the Wight’s go first.
[sblock=Rolls & Actions]Wight #1 moves 30ft forward and then takes the Run action to move another 10ft to get up into melee range with Megan
Wright #2 moves 30 to the bottom of the stairs and Readies his action to attack anyone who gets into melee.
Wright #3 moves 30ft to near the stairwell and Readies his action to attack anyone who comes into melee.
Wright #4 moves 30ft to near the stairwell and Readies his action to attack anyone who comes into melee.
Wright #5 moves 20ft closer and fires an arrow at Shara (seems to sense something?), Attack and damage if it hits: 1D20+5 = [19]+5 = 24; 1D8+2 = [7]+2 = 9, hit for 9 damage bringing her down to 24 HP. Multi-Attack Attack and damage if it hits: 1D20+5 = [1]+5 = 6; 1D8+2 = [3]+2 = 5, miss.
Hunter shots Wight #1, hitting it for 7 (resistance) damage bring it down to 41 HP.
Magen shield bashes Wight #1, Athletics check: 1D20+2 = [10]+2 = 12, fails, it falls prone. He still hit it for 5 damage bring it down to 36 HP. Then vs. frightened Wisdom save: 1D20+1 = [18]+1 = 19, made it. I tell you what, you can knock the wight off the stairs OR you can knock it prone and then attack it with advantage if you want. I am kind of assuming you will move forward (you can move before or after you attack) and get to the bottom of the stairs.
Note that the staircase is “open” you can see everyone in the room and everyone can see you. Where Magen is it’s a 10ft drop. Make an Strength (Athletics) DC 10 and you can jump down and take no damage. Every 5ft back its 5 feet higher off the floor and the DC increase by +3. Shara at the top is 30ft off the ground and would need DC 22 to jump all the way to the floor without taking any damage. If you go to the bottom its’ no drop so could just step off. You can’t move too far though without drawing OA.
It is now Corwin’s, Lucious’s and Shara’s turn.[/sblock]
[sblock=Wight]Medium Undead, Neutral Evil
Armor Class 14 (studded leather armor)
Hit Points 48 (5d8+15)
Speed 30ft
STR 15 (+2), DEX 14 (+2), CON 16 (+3), INT 10 (+0), WIS 13 (+1) CHA 15 (+2)
Saving Throws Str +5, Cha +5
Skills Perception +4
Senses passive Perception 14, Darkvision 60ft
Languages Common, Elf
Immunities Poison, Necrotic
Immunities to Conditions Exhaustion, Poisoned
Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered.
Sunlight Sensitivity: While in sunlight, the wight has disadvantage on Attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Multiattack: The wight makes two Longsword attacks or two Longbow attacks. It can use its Life Drain in place of one Longsword Attack.
Life Drain: the Wight has a chance of draining the life force from their target’s body with an unarmed attack - Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 1d6 + 2 necrotic damage. After a successful attack by the Wight, the target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a Long Rest. The target dies if this effect reduces its hit point maximum to 0.
A humanoid slain by this Attack rises 24 hours later as a Zombie under the wight's control, unless the humanoid is restored to life or its body is destroyed. The wight can have no more than twelve zombies under its control at one time.
ACTIONS
Longsword: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d8 + 2 slashing damage, or 1d10 + 2 slashing damage if used with two hands.
Longbow: Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 1d8 + 2 piercing damage.
[/sblock]
[sblock=Conditions]Corwin 27/27
Hunter 28/28
Lucious – sorry I can’t view Goggle Docs at work. What is Lucious’s HP and AC please
Magen 36/36
Shara 24/33
Wright #1 HP 36/48
Wright #1 HP 48/48
Wright #1 HP 48/48
Wright #1 HP 48/48
Wright #1 HP 48/48[/sblock] | |